Ventiq

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Single Actor v1.05
by Ventiq
Introduction
This script creates menu for one actor only so no more empty space bothering.

Screenshots

tc8wnb8wl83qdyezg.jpg

Added all changelogs from the steam workshop version as well.

Script
Dropbox

Demo
Dropbox

FAQ
Q: Does it work with YEP_CoreEngine?
A: So far, yes. But it doesnt show TP gauge on menu.

Credit
Feel free to use for commercial or non-commercial. :) You don't need to credit me (but its appreciated) but dont claim them as your own.

Changelog

  • v.1.05 - 25.1.2017 - Actor note added so you can add a bust picture of the actor. Plugin commands added.
  • v.1.04 - 20.11.2016 - Modified script.
  • v.1.03 - 25.6.2016 - Minor fixes.
  • v.1.02 - 11.6.2016 - Fixed black screen bug.
  • v.1.01 - 1.12.2015 - Skill-, Equip- and Status menu will open for actor 1 only so no more need to press OK before you can jump to new window.
 
Last edited:

Shaz

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Very nice! Does it remove the need to select an actor when you use an item with "one friend" scope?
 

Ventiq

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Very nice! Does it remove the need to select an actor when you use an item with "one friend" scope?
Not yet, but I will try :)
 

Shaz

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The same would apply to skills. I asked because I know a few have made that request - that if there's only one actor, anything that applies to "all friends" or "one friend" just gets applied automatically, without having to choose.
 

Ventiq

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Updated to version 1.01.

Skill-, Equip- and Status menu will open for actor 1 only so no more need to press OK before you can jump to new window.

Now I will make script which fixes "one friend" scope so it will automatically select that one actor.
 

TheGeekyDead

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To bad i liked the way this looked, but it breaks Galv_QuesLog Plugin.


idk why, just makes it so you cannot activate the quest menu anymore.
 

Ventiq

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To bad i liked the way this looked, but it breaks Galv_QuesLog Plugin.


idk why, just makes it so you cannot activate the quest menu anymore.

Added new link and I quick tested Galv_QuestLog plugin. It works if Galv's plugin is below Single_Actor plugin.
 

TheGeekyDead

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Added new link and I quick tested Galv_QuestLog plugin. It works if Galv's plugin is below Single_Actor plugin.



Ok i will test that out, let you know.


edit - yeah it works now thanks. are you going to be adding to it in the future. like have a window for stats.


I have it setup for extra stats on the player as they progress.

\v[60] Hour's Played


People Met \v[61]/30


\v[62] Gold Collected.


\v[63] Gold Spent,


And so on. 8 total.

Just wondering if it can be added into a box below the actor?
 
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Azymus

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can you create to add the exp bar on it like replace Mp bar?
 

thalesgal

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Hello! It's a very nice plugin!


I was wondering if you could add a "to next lv" right next to the Lv info.


Like this one:






Thank you very much in advance!
 

thalesgal

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A friend of mine did it for me!


I will let the lines here!


You need just copy those lines below, then right click on ''VE_Single_Actor.JS'', edit, then select all, and Ctrl + V.


//=============================================================================
// One-Actor Menu Version 1.04
//=============================================================================


/*:
 * @plugindesc One-Actor's menu. This plugin is made for one playable actor only.
 * @author Ventiqu - 2016
 *
 * @help Remember to turn off Formation! Go to Database - System - Menu Commands and turn off Formation.
 * This changes menu to look like its meant for one actor only.
 *
 * --Changelog--
 * 1.04 - 20.11.2016 - Modified script, adding more possibilities to work with other plugins.
 * 1.03 - 25.6.2016 - Minor fixes.
 * 1.02 - 11.6.2016 - Fixed black screen bug.
 * 1.01 - 1.12.2015 - Skill-, Equip- and Status menu will open for actor 1 only so no more need to press OK before you can jump to new window.
 *
 * --Contact--
 * http://forums.rpgmakerweb.com/index.php?/topic/51917-single-actor/
 * Steam: Ventiqu
 */


 (function() {
    function Scene_Base() {
      this.initialize.apply(this, arguments);
    }
    // this will create menus like status- and gold window
     var _Scene_Menu_create = Scene_Menu.prototype.create;
     Scene_Menu.prototype.create = function() {
         _Scene_Menu_create.call(this);
         this._statusWindow.x = 335;
         this._statusWindow.y = 130;
         this._goldWindow.x = Graphics.boxWidth / this._goldWindow.width + 92;
         this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height - 135;
     };
// this will create commandwindow
    var _Scene_Menu_command = Scene_Menu.prototype.createCommandWindow;
    Scene_Menu.prototype.createCommandWindow = function() {
        this._commandWindow = new Window_MenuCommand(95, 130); //Position for menu x and y
        this._commandWindow.setHandler('item',      this.commandItem.bind(this));
        this._commandWindow.setHandler('skill',     this.commandPersonal.bind(this));
        this._commandWindow.setHandler('equip',     this.commandPersonal.bind(this));
        this._commandWindow.setHandler('status',    this.commandPersonal.bind(this));
        this._commandWindow.setHandler('formation', this.commandFormation.bind(this));
        this._commandWindow.setHandler('options',   this.commandOptions.bind(this));
        this._commandWindow.setHandler('save',      this.commandSave.bind(this));
        this._commandWindow.setHandler('gameEnd',   this.commandGameEnd.bind(this));
        this._commandWindow.setHandler('cancel',    this.popScene.bind(this));
        this.addWindow(this._commandWindow);
    };


// this will push skill, equip or status depends on which you selected.
    Scene_Menu.prototype.commandPersonal = function() {
        this._statusWindow.setFormationMode(false);
        switch (this._commandWindow.currentSymbol()) {
        case 'skill':
            SceneManager.push(Scene_Skill);
            break;
        case 'equip':
            SceneManager.push(Scene_Equip);
            break;
        case 'status':
            SceneManager.push(Scene_Status);
            break;
          }
    };


    Scene_ItemBase.prototype.showSubWindow = function(window) {
        window.x = this.isCursorLeft() ? Graphics.boxWidth - window.width : 0;
        window.show();
        window.activate();
    };


// removed text from this so this wont mess around
    Scene_Menu.prototype.onPersonalOk = function() {
    };


// Rows for menucommands
    Window_MenuCommand.prototype.numVisibleRows = function() {
        return 7;
    };


// height for goldwindow
    Window_Gold.prototype.windowHeight = function() {
        return this.fittingHeight(1);
    };


// width for menustatus
    Window_MenuStatus.prototype.windowWidth = function() {
        return 325;
    };
// height for windowstatus
    Window_MenuStatus.prototype.windowHeight = function() {
        var h1 = this.fittingHeight(1);
        var h2 = this.fittingHeight(2);
        return Graphics.boxHeight - h1 - h2 - 85;
    };
// maxCols is for max party members shown. This is set to 1, because this is single-player menu.
// do not change this unless you know what you are doing.
    Window_MenuStatus.prototype.maxCols = function() {
        return 1;
    };
// just like maxCols, but this is rows. This is set to 1, because this is single-player menu.
// do not change this unless you know what you are doing.
    Window_MenuStatus.prototype.numVisibleRows = function() {
        return 1;
    };
// draws actor face. Actor's face is fixed.
Window_MenuStatus.prototype.drawItemImage = function(index) {
        var actor = $gameParty.members()[index];
        var rect = this.itemRectForText(index);
        var w = Math.min(rect.width, 144);
        var h = Math.min(rect.height, 144);
        var lineHeight = this.lineHeight();
        this.changePaintOpacity(actor.isBattleMember());
        this.drawActorFace(actor, rect.x + 60, rect.y + lineHeight * 2.0, w, h); // change x + 50 for example if you want do change its x position.
        this.changePaintOpacity(true);
    };
// draws actor name, level, class, hp, mp and status icons.
 Window_MenuStatus.prototype.drawItemStatus = function(index) {
        var actor = $gameParty.members()[index];
        var rect = this.itemRectForText(index);
        var x = rect.x;
        var y = rect.y;
        var width = rect.width;
        var bottom = y + rect.height;
        var lineHeight = this.lineHeight();


    var toLevel = actor.nextRequiredExp() +  actor.currentExp();
        this.drawActorName(actor, x, y + lineHeight * 0, width);
    this.changeTextColor(this.systemColor());
    this.drawText("Level Up", x + 160, y + lineHeight * 0, width);
    this.resetTextColor();
    this.drawActorLevel(actor, x, y + lineHeight * 1, width);


    this.drawText(actor.currentExp()+"/"+toLevel, x + 160, y + lineHeight * 1, width);
    
        this.drawActorClass(actor, x + 160, y + lineHeight * 0, width);
        this.drawActorHp(actor, x, bottom - lineHeight * 3.1, width);
        this.drawActorMp(actor, x, bottom - lineHeight * 2.1, width);
        this.drawActorIcons(actor, x, bottom - lineHeight * 1, width);
    };



Game_System.prototype.winCount = function() {
    return this._winCount;
};


var _Window_initialize = Window_MenuActor.prototype.initialize;
Window_MenuActor.prototype.initialize = function() {
    _Window_initialize.call(this);
};


})();

exp no menu.png
 

Gabrelik

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Wonderful plugin, and precisely what I need for my project. Is it possible to have a bust displayed, instead of a picture? Thanks, and excellent work! :)  
 

Ventiq

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Hey guys. Sorry for not answering posts, I have been busy studying. But I am glad someone helped already with 'the to next lvl' -thing  :)

Wonderful plugin, and precisely what I need for my project. Is it possible to have a bust displayed, instead of a picture? Thanks, and excellent work! :)  

Yeah it is possible to do that. I will work for that now.
 

Gabrelik

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That's wonderful. Thanks! 
 

Ventiq

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Alright there is now new link available for demo and plugin.


Thanks to thalesgal's friend to made that 'exp to level' text. I added that to new version as well.


Changes


You can now use Actor's bust picture if you add this <avatar:picture> to your actor note in database.


Add pictures to img/pictures/ folder and copy pictures name to actors note.


Plugin commands added like you can change some text's x position or actor's status window width.


I might add height plugin command as well later if its needed.  :)
 

monkeyintartan

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OMG!!! iv been looking for a way to skip the character select for menus and go straight to the one character!!!

Question: I use a custom menu screen where pictures are used instead of a menu. And the reason i wanted a single character select script. Unfortunately when i combine the two the custom menu is messed up but the character select part works great!!!! What part of the plugin allows for the single character select and is there a way i can just use that part of the script leaving the menus alone so that my custom menu script doesn't get adjusted ?

ps : Wish i could figure out how to do this myself thanks for the great work!
 

Ventiq

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OMG!!! iv been looking for a way to skip the character select for menus and go straight to the one character!!!

Question: I use a custom menu screen where pictures are used instead of a menu. And the reason i wanted a single character select script. Unfortunately when i combine the two the custom menu is messed up but the character select part works great!!!! What part of the plugin allows for the single character select and is there a way i can just use that part of the script leaving the menus alone so that my custom menu script doesn't get adjusted ?

ps : Wish i could figure out how to do this myself thanks for the great work!
Hey! I used these codes:
Scene_Menu.prototype.commandPersonal = function() {
this._statusWindow.setFormationMode(false);
switch (this._commandWindow.currentSymbol()) {
case 'skill':
SceneManager.push(Scene_Skill);
break;
case 'equip':
SceneManager.push(Scene_Equip);
break;
case 'status':
SceneManager.push(Scene_Status);
break;
}
};
 

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